Here is the new ctf map Island - The Middle of Nowhere. It's a big and opened map with one flag for each team.

I was bored about all the boxy ice jump maps in the last time, where aiming and tactic are less important than jumping.

So I decided trying to make a more realistic looking map, where you can't fly through the whole map from base to base. I also wanted to know if such a complex map - with more than 10.000 numportals after detailing all possible stuff for example - is possible with bsp or not.

Because of that, I started this map just as a test map, but I think the result is not that bad. Hopefully that the complex brushwork can influence the gameplay positiv.

The r_speeds should be ok. I added lots of hint brushes to lower them. Just the water area in the mid of the map has r_speeds up to 3.700 wpoly because of the reflection.

had a look at the map now... It looks good and nearly complete if you would ask me. However, I'd still say to either add a flag or make it harder to defend the current flag, or playing this map will end in camping only.

By the way, I'm missing the grass texture as in the first screen. Can you upload it?

Gameplay wise adding a second flag can contribute and ruin it. Yeah, makes it more interesting and such, but it can make the map end quickly, and maps like that are common and boring. So don't listen to Jimmy . Camping only is what can happen in maps like midnight and all, but if you use a strategic approach, you could be successful and win, but that doesn't seem to be all that common.

I'd still say to either add a flag or make it harder to defend the current flag, or playing this map will end in camping only.

I almost told him the same thing. Only difference: add a mid-flag instead of a 2nd flag in base. Also, there should be a path leading away from the (current, main base) flag but not out of the base, in order to make grabbing easier while keeping flag captures difficult to do.

I almost told him the same thing. Only difference: add a mid-flag instead of a 2nd flag in base. Also, there should be a path leading away from the flag but not out of the base, in order to make grabbing easier while keeping flag captures difficult to do.

mid flags are even more boring

2nd flag should be relatively hard to capture (castle1) and definitely not a flag you 'must' take or a flag you stumble upon anyway (tatras)

The second beta is ready now. I've only added a second flag (3 points) and changed the ramp in front of the new flag for more possibilities. Maybe it's still too hard to use the ramp. It would be nice if you could test, if the second flag improves the map or not.

I don't really like those CTP textures. The dirt is OK, but it doesn't really work well around water. The second flag doesn't seem very newbie friendly. Overall, the map feels like it's about twice as big as it needs to be (perhaps it would be a good candidate to make a smaller DSM version of when I get better DSM entities online). Why is everybody embedding lights in crates these days? It doesn't even make sense. :\

I didn't spend much time for the textures, the terrain was more important for me. I mainly wanted to know if it could work all over the map. And you don't need speed or trick jumping for the second flag

However, I'm thinking to rework all my maps after you finished your work with the new hr4 textures. Then I'll also change the stuff you mentioned.